[iOS] Fix touch handling for overlay views

Workaround for GodotView touches being called from UIWindow on different UIView input
This commit is contained in:
Sergey Minakov 2022-01-11 13:56:45 +03:00
parent bf0253bab9
commit eb24c91040
3 changed files with 31 additions and 13 deletions

View file

@ -59,4 +59,9 @@ class String;
- (void)stopRendering;
- (void)startRendering;
- (void)godotTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)godotTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)godotTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)godotTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event;
@end

View file

@ -336,7 +336,7 @@ static const float earth_gravity = 9.80665;
}
}
- (void)touchesBegan:(NSSet *)touchesSet withEvent:(UIEvent *)event {
- (void)godotTouchesBegan:(NSSet *)touchesSet withEvent:(UIEvent *)event {
NSArray *tlist = [event.allTouches allObjects];
for (unsigned int i = 0; i < [tlist count]; i++) {
if ([touchesSet containsObject:[tlist objectAtIndex:i]]) {
@ -349,7 +349,7 @@ static const float earth_gravity = 9.80665;
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
- (void)godotTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *tlist = [event.allTouches allObjects];
for (unsigned int i = 0; i < [tlist count]; i++) {
if ([touches containsObject:[tlist objectAtIndex:i]]) {
@ -363,7 +363,7 @@ static const float earth_gravity = 9.80665;
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
- (void)godotTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *tlist = [event.allTouches allObjects];
for (unsigned int i = 0; i < [tlist count]; i++) {
if ([touches containsObject:[tlist objectAtIndex:i]]) {
@ -377,7 +377,7 @@ static const float earth_gravity = 9.80665;
}
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
- (void)godotTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *tlist = [event.allTouches allObjects];
for (unsigned int i = 0; i < [tlist count]; i++) {
if ([touches containsObject:[tlist objectAtIndex:i]]) {

View file

@ -29,6 +29,7 @@
/*************************************************************************/
#import "godot_view_gesture_recognizer.h"
#import "godot_view.h"
#include "core/config/project_settings.h"
@ -58,6 +59,10 @@ const CGFloat kGLGestureMovementDistance = 0.5;
@implementation GodotViewGestureRecognizer
- (GodotView *)godotView {
return (GodotView *)self.view;
}
- (instancetype)init {
self = [super init];
@ -104,7 +109,7 @@ const CGFloat kGLGestureMovementDistance = 0.5;
self.delayTimer = nil;
if (self.delayedTouches) {
[self.view touchesBegan:self.delayedTouches withEvent:self.delayedEvent];
[self.godotView godotTouchesBegan:self.delayedTouches withEvent:self.delayedEvent];
}
self.delayedTouches = nil;
@ -114,6 +119,8 @@ const CGFloat kGLGestureMovementDistance = 0.5;
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *cleared = [self copyClearedTouches:touches phase:UITouchPhaseBegan];
[self delayTouches:cleared andEvent:event];
[super touchesBegan:touches withEvent:event];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
@ -123,8 +130,8 @@ const CGFloat kGLGestureMovementDistance = 0.5;
// We should check if movement was significant enough to fire an event
// for dragging to work correctly.
for (UITouch *touch in cleared) {
CGPoint from = [touch locationInView:self.view];
CGPoint to = [touch previousLocationInView:self.view];
CGPoint from = [touch locationInView:self.godotView];
CGPoint to = [touch previousLocationInView:self.godotView];
CGFloat xDistance = from.x - to.x;
CGFloat yDistance = from.y - to.y;
@ -133,7 +140,7 @@ const CGFloat kGLGestureMovementDistance = 0.5;
// Early exit, since one of touches has moved enough to fire a drag event.
if (distance > kGLGestureMovementDistance) {
[self.delayTimer fire];
[self.view touchesMoved:cleared withEvent:event];
[self.godotView godotTouchesMoved:cleared withEvent:event];
return;
}
}
@ -141,26 +148,32 @@ const CGFloat kGLGestureMovementDistance = 0.5;
return;
}
[self.view touchesMoved:cleared withEvent:event];
[self.godotView touchesMoved:cleared withEvent:event];
[super touchesMoved:touches withEvent:event];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[self.delayTimer fire];
NSSet *cleared = [self copyClearedTouches:touches phase:UITouchPhaseEnded];
[self.view touchesEnded:cleared withEvent:event];
[self.godotView godotTouchesEnded:cleared withEvent:event];
[super touchesEnded:touches withEvent:event];
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[self.delayTimer fire];
[self.view touchesCancelled:touches withEvent:event];
};
[self.godotView godotTouchesCancelled:touches withEvent:event];
[super touchesCancelled:touches withEvent:event];
}
- (NSSet *)copyClearedTouches:(NSSet *)touches phase:(UITouchPhase)phaseToSave {
NSMutableSet *cleared = [touches mutableCopy];
for (UITouch *touch in touches) {
if (touch.phase != phaseToSave) {
if (touch.view != self.view || touch.phase != phaseToSave) {
[cleared removeObject:touch];
}
}